DsRaider

DsRaider

Joined Member # 3393970
2 Posts 393 Replies 25,104 Reputation

[quote who="joeball123" reply="10" id="3314097"]Quests in Fallen Enchantress are not particularly friendly for multiple players, because as far as I know only one player can work on a quest from a given quest site at any given time. It's all well and good to split the Quest Victory out into multiple smaller quests, but they ought to be available for anyone who comes across them rather than just for the first person to trigger the quest [/quote] True but multiple people could still

12 Replies 23,822 Views

[quote who="joeball123" reply="5" id="3313943"] Quest Victory As far as the quest victory goes, I think it's alright as it is - but since it can still spawn even if the Quest Victory is disabled, it would be nice if there were some obvious benefit to completing it, aside from completing the disabled quest victory. Otherwise, it's just using up space on the map that could have been a more interesting Wildland, or empty space for expansion.[/quote] I disa

12 Replies 23,822 Views

[quote who="BernieTime" reply="1" id="3313586"]I like your ideas about changing Quest Victory. Rather than having to work down three doors, that whole thing could be scaled down to a huge Temple icon freeing up more available land to players. What's also interesting is the idea of needing a number of parts to create a tablet or somesuch. In multi-player it would give some leverage in negotiating for Alliances. You have 2/5 keys, I have 2/5 keys, let's make an Alliance, kill off the pl

12 Replies 23,822 Views

They don't exist in the normal game. What you can do is copy their xml into a new mod file and they will be useable in the editor. Their xml data is in the Campaign sub folder: \FallenEnchantress\data\English\Campaigns\FECampaign_Units2.xml

4 Replies 9,922 Views

This thread is more then a little off topic. Anyway after playing I am not noticing a huge difference from 1.12. Mostly because the things that bug me are still around and I guess I tend to focus on them. Here is what I have found after playing one long game in 1.2. Good -The AI goes for magic victory with half decent skill. Although it's usually hard for them to build up that 150 crystals and 500 mana.

42 Replies 30,066 Views

You don't attach blood traits to a race. Each race simply has units and they all just happen to have the same trait, ie the blood trait. You have to replace the old race units with new ones with the new blood trait.

4 Replies 4,488 Views

[quote who="baddl" reply="21" id="3308232"]I can only repeat that this is the buggiest game that I've ever played (and I could even add a "by far") and Stardock is the most unresponsive company I know.[/quote] Post actual bug reports, or it didn't happen. You can't expect Stardock to fix things unless you are a lot more specific then "it's buggy". Many issues are hardware specific so you have to bring up your specific issues if you want them fixed.

61 Replies 68,662 Views

Having more differentiated victory conditions would really help with replayability. Right now conquest seems like the only real way to win. The other ways to win all require you to outpower the other opponents anyway. Even if you choose to do them instead of conquest they are usually less challenging because conquest is always somewhat different but the others usually play exactly the same. My main issue with all the side victory conditions is that none of them are competitive. You don&

12 Replies 23,822 Views

1. Poor world event notification. I see the effects of world events many more times then I see the cinematic. Either the event is triggering for an AI player or the cinematic is cancelled as soon as it starts because I am clicking. Event Cinematics should have a min run time of 3 secs before they can be cancelled, and I should get a notification when AIs get an event. 2. Personally I find that the alternative victory conditions are nothing of the sort. They all boil down to slight var

221 Replies 591,893 Views

They have said that DLC will add content only. Not code changes like adding terrain multipliers. So basically they can't add anything through DLC that couldn't be modded in, although I imagine they cheat more then a little. They can release a patch for instance that enables new mod options so that they can use it for the DLC for example.

8 Replies 15,651 Views

I'm trying to create a new terrain that like forests, and rivers always has a art tile placed on it. I can't figure out how this is done however. Nothing I have done seems to work and I can't figure out how the tiles are actually tied to the terraintype. Any help would be appreciated.

5 Replies 3,772 Views

The issue is much more complex then it simply being too easy. I have never won using the Spell of Making in any game that I couldn't have stomped the AI by conquest instead, it just was less tedious. In no way is the problem that you can get it too early. That's simply an artificial constraint. You can win by conquest from turn 1 but mostly people don't say it's too easy. Rather the problem is that the spell is not competitive in nature. There is no real race between p

39 Replies 124,926 Views

I got them to work fine. Triggers are placed in the triggersdata file that is auto created beside map files when you place a trigger. I have been working on my own campaign unfortunately my computer died on me... [e digicons];P[/e]

3 Replies 2,337 Views